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The scope of board game AI is still quite wide, here is a book that explains chess and backgammon games "PC Game Programming", which is a book written by Wang Xiaochun, which is basically about the content of Chinese chess man-machine game and backgammon man-machine game, the algorithm structure is quite classic, you can study it carefully.
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Basic Methods and Programming of Artificial Intelligence" Harbin Engineering University Press, my book is just a simple introduction to the relationship between artificial intelligence and backgammon, just simply, using artificial intelligence to describe backgammon, how to play chess? And it will accurately analyze all the possibilities and ways, this book is thoroughly researched, and the next issue will not be difficult.
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A genre book on game design in the form of language practice. For example, some of the books that introduce C game design include an introduction to the Othello stand-alone version and an online version of Chinese chess. (These kinds of books magically include both.) )
Books on artificial intelligence. An important chapter in Artificial Intelligence is search techniques, which always end with the mention of game tree and game tree search, which introduce very small search and - pruning search. If there is a case study, it may be mentioned that the Eight Queens problem, Othello, one-word chess, backgammon, etc.
However, chess artificial intelligence is originally a small branch of artificial intelligence, and artificial intelligence also needs to introduce genetic algorithms, neural networks, etc., there are too many chapters, and the game part is also less introduced. Here are a few examples:
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My husband is doing this work, and he recommends "PhotonServer and Unity Build a Board Game Instance (1) Build Photon Server Infrastructure", I hope it will help you.
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Most of the artificial intelligence books will introduce some chess confrontation, the evaluation of chess AI lies in the game of chess and the modeling of the chessboard, the core of the evaluation of the chessboard is in the modeling, the game refers to the confrontation between the wisdom and strategy of the two chess players, and the first recommended is artificial intelligence books.
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Board games are a test of IQ. It has a great exercise effect on people. However, this type of game is good and made.
I've read a book. Called. Board game production.
This book is at an introductory level. But there is also a lot of stuff in it, and it's very comprehensive. If you are interested, you can take a look.
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Board games are not only entertaining, but also have certain benefits for developing brain intelligence, so such books are still very popular, but there are really few about introducing chess games on the market now.
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We all know that the program-controlled Go can be PK with humans, which is very powerful, to make a board game, you need to learn artificial intelligence books, and you have to be well-informed, you also need to learn the knowledge of programming languages, practice your own programming ability, and master the basic operation of machine language.
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Two ways of thinking.
One is that AI calculates how to gain an advantage according to the rules, such as backgammon, and the other is big data, which saves enough chess games, and searches for the same chess games in all chess games as the previous few moves in this game, and selects the highest winning rate in these chess games and applies it to this game.
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It's the easiest way to ruin a backgammon. To give you an idea.
Create a two-dimensional array corresponding to the entire chessboard. Each round scans the places on the board where there are pieces. Pseudo**:
byte field[64]={0}while( checkerboard scan()).
Accept input ().
Scan Optimization() Excludes areas on the board that cannot form a five-upper, saving time for keyboard scanning.
user switch();
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First of all, game programming is also programming, some basic programming books are a must, and the "head first" series mentioned by the landlord are relatively concise and easy to understand, and it is worth a look.
There aren't many recommendations for this type of book, and it mainly depends on the language you want to learn.
You don't have to read too much basic books, and you don't need to read them very deeply, it's important to do it when you read it.
There are some key issues to figure out, such as memory management.
When you are not familiar with it, it is best to always have a basic book by your side when developing, and you can read it at any time if you encounter any problems in development (of course, Google is also a must-have at home, but it is not enough system).
Secondly, many beginners find it difficult to understand design patterns because they do not understand the purpose of design patterns.
Design patterns are the way to solve a certain type of problem, and to understand it, you need to understand what a "certain type of problem" is. If you don't run into these kinds of problems when you're developing, it's hard to really understand the essence of a design pattern.
So I think it's okay to have a general idea of some common design patterns and the problems they solve, and then when you encounter a certain type of problem, you can think of a pattern and then dive into it.
I recommend two books that introduce design patterns, one is "Agile Software Development, Principles, Patterns, Practices": Agile Software Development (Douban), and the other is "Game Programming Patterns".
The former is a comprehensive software engineering book, focusing on agile methods for software development, and a considerable part of it introduces the common design patterns of commercial software. Although this book is not in the field of games, it does teach a lot of programming knowledge that can be applied to programming in the field of games. The book is available in C edition.
The latter is a design pattern that focuses on the field of game programming, which covers the programming of game logic, game machines, and game engines. Each section starts with a game programming problem, then proposes some solutions, and finally normalizes the solutions to form a design pattern. Although it often does not give a well-developed design pattern solution, it does give a lot of clues that interested readers can dig into.
The book is open source, no money, but in English, with examples written in C++.
Finally, it is the books in the subdivision of game programming, such as AI, physics, graphics, etc., I have only seen the introductory books on these aspects, such as "The Essence of Game Artificial Intelligence Programming Cases" and "Artificial Intelligence in Game Development", they are all relatively rough introductions to the basic application of artificial intelligence in games, but to write a really usable**, you still need to read some related **, blogs and so on.
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The bookstore sells Adobe Illustrator books, and a book with a CD costs more than 30 yuan, and if you don't want to go to the bookstore, you can go to a larger supermarket! I bought it back at the supermarket and taught myself, and now I'm engaged in a job based on this software! Photoshop is the auxiliary, AI is easy to learn, I just used it for a month!
Photoshop, I suggest you sign up for a training class, this is more difficult for beginners!
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Adobe's official textbooks are generally the most authoritative and are also reference books for other authors. Adobe Creative University Illustrator CS5 Product Specialist Certification Standard Textbook or see Adobe Chinese Help, as well as some example books from individual authors. Beginners can start with the software operation class, and slowly transition to all example books, and then they can understand it.
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It is recommended that you learn Photoshop first,Don't learn AI as soon as you get started,There are some commonalities between the two software,PS learned,AI, you just need to follow the software and slowly explore it and you will soon be able to get started,To be honest,It's better to open the software yourself and try each tool yourself,If you don't understand, go online and be a one,Soon,That's how I came!
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Use the tools in the software to understand its functions first, so I came here.
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Let's go to the bookstore to have a look, there are two main aspects: technical operation methods, creative design concepts.
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It's fallacious, but for dog vision, it is.
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